RimWorld

RimWorld

Spotted (Continued)
59 Comments
Mlie  [author] Oct 8, 2023 @ 12:38am 
@Silvermink Dont know about dubs, havent really played with this mod.
Silvermink Oct 7, 2023 @ 11:51pm 
Does this conflict with the ATOM upgrade or Rimatomics?

This delays caravans and raids from Vanilla Achievements. This may be intentional or indistinguishable.
Garek56 Mar 3, 2023 @ 6:01am 
I recently had a raid with this mod installed, that spawned waaaaaaaaaaaaaay over my wealth, and actually kept over spawning, i even went into dev mode to "destroy all hostile pawns" and 200 more kept popping in... unsure if it's something conflicting with this mod, but all i know is, this raid happened with an "unusual movement" message
Jigain Nov 9, 2022 @ 1:23am 
Very important bug to report: The research project "Basic scouting tehniques" is misspelled. :)
brucethemoose Oct 23, 2022 @ 9:23am 
@loklan Rimwar declares war on your TPS, unfortunately.


@Mlie Submitted a PR to improve some of the... questionable notification text.
loklan Aug 17, 2022 @ 10:38pm 
Why would you need this with Rimwar? Just look on the map for raiding parties as they approach.
The Opposing Force Jun 22, 2022 @ 9:18am 
Is this compatible with Rim War?
Mattheus Wigbald May 22, 2022 @ 11:54pm 
i mean that would be nice and more fair if we could do the same thing.
arrive at an enemy's village and sneaky kill some one by one until we get spotted
Lurmey Nov 18, 2021 @ 4:36am 
@RagnarLi Pre-emptive strike allows caravans to intercept incoming raids I'm pretty sure, and VFE - Security adds an artillery piece that can target other map tiles. I haven't tested them together but it might work!

Throw on a helicopter mod also for even more tacti-cool! :D
Nianor Oct 5, 2021 @ 1:41pm 
Having some sort of issue that seems to be related to this mod where raids will spawn, fail to trigger the raid event, and continue attempting to spawn the same raid once per tick until the game inevitably crashes. I suspect it's a mod compatibility issue of some sort, but my modlist is stupidly long, so I'm not sure how much help logs/modlists will be. I don't really expect a fix, mostly just leaving this comment so people are aware of it. If someone wants the error/log, I can provide, though once again, I don't have high hopes for a fix.
Robo Aug 13, 2021 @ 11:33pm 
Does hearing, sight and consciousness affects a colonist's chances of spotting a non-colonist pawn?
PetLoverSpy May 8, 2021 @ 2:47am 
Has anyone tried this with Silent Raids? As in, if you fail to spot them, you receive no notification of the attack? I'll be testing the two together myself in the future but was wondering if anyone already knew whether they work fine together or not
RagnarLi Mar 18, 2021 @ 9:29am 
Alright, thanks anyway
Mlie  [author] Mar 17, 2021 @ 10:26am 
@RagnarLi Sorry, that is a bit out of the scope of this mod. There is a mod called Preemptive Strike that does something along those lines I think
RagnarLi Mar 17, 2021 @ 9:33am 
Hey just an idea, could you maybe make it so that it's possible to attack enemy raiding parties before they reach your base? I just feel that sending a guy in a drop pod to attack their group and then raining down artillery fire would be really cool.
Mlie  [author] Mar 2, 2021 @ 10:10pm 
@Raskaren Sure, drop by the discord and ill have a look
Raskaran Mar 2, 2021 @ 4:39pm 
@Mlie i can provide you with a copy of a broken save if you want to debug it. Removing mod, killing guests, removing quest does not work. Bug is saved in game save.
Moonshrooms Feb 15, 2021 @ 3:00pm 
Well for the most part anyways, there's still a small chance your colony will spot the raid incoming, but it's significantly smaller than with all your equipment
Moonshrooms Feb 15, 2021 @ 2:50pm 
Hey, so for anyone else getting that raid bug I found the simplest way to deal with raid quests is to temporarily turn off your electric raid detectors and deconstruct/use debug mode to delete any watchtowers you may have placed until the raid quest is complete. It's not a perfect solution, but I've found it lets the raid arrive normally and on-time and it's easy to add everything back in!
Moonshrooms Feb 6, 2021 @ 10:53am 
For my save we'd get the "motion spotted" warning about twice, both times without the manhunter pack appearing (or any other unexpected visitors). I would post a debug but I never got any actual error popup after accepting the quest, and the quest debug itself seems like it's too long to post
Moonshrooms Feb 6, 2021 @ 10:43am 
Hey there! I've also just gotten the bug squidd mentioned, where a quest for a manhunter pack got a "warning" but never showed up, though luckily I like to save before accepting quests so I'm not worried about it breaking my save for now
Dizzy Ioeuy Nov 5, 2020 @ 10:40pm 
Oh, anyone ever added this to a game successfully? It hasn't harmed my game when added, but I'm getting no warnings... Buildings and everything seem alright.
Dizzy Ioeuy Nov 5, 2020 @ 12:53pm 
was squidd's bug legit to all of us, or just him? Anyone know...?
Taprav Kerlc Oct 17, 2020 @ 12:19pm 
This manhunter quest caused me to play whole afternoon, a bit scared, why is Randy ignoring me:
<firingInc>
<def>ManhunterPack</def>
<parms>
<target>null</target>
<threatPoints>156.5744</threatPoints>
<faction>null</faction>
<forced>True</forced>
<customLetterLabel>{BASELABEL}: Chasing &lt;color=#D09B61FF&gt;Alex&lt;/color&gt;</customLetterLabel>
<customLetterText>{BASETEXT}

The gila monsters are chasing &lt;color=#D09B61FF&gt;Alex&lt;/color&gt;.</customLetterText>
<letterHyperlinkThingDefs IsNull="True" />
<letterHyperlinkHediffDefs IsNull="True" />
<spawnCenter>(68, 0, 249)</spawnCenter>
<spawnRotation>2</spawnRotation>
<pawnGroups IsNull="True" />
<pawnKind>AEXP_GilaMonster</pawnKind>
<quest>Quest_4</quest>
</parms>
</firingInc>
<fireTick>1497204</fireTick>

Hope it is of any help.
Mlie  [author] Sep 24, 2020 @ 11:09pm 
@Wrecker013 I havent played with Preemptive strike but a user described it like this:
”[this is] More like a extra lite version Preemptive Strike, it only delays the event coming”
Wrecker013 Sep 24, 2020 @ 8:07pm 
If I may ask, and I apologise if this has been answered elsewhere or is otherwise an inconvenient question: what is the difference between this and Preemptive Strike if you know?
Mlie  [author] Aug 4, 2020 @ 9:06pm 
@ gEL~ ¯\_(ツ)_/¯ Ive been busy updating all mods to 1.2 but I will look into this error
(≡◉‿‿◉≡) Aug 4, 2020 @ 7:12pm 
Sooo.... according to the guy below me, is it fixed now?
squidd Jul 29, 2020 @ 1:48pm 
i only discovered it and further tested with the royalty intro quest. the incident stuck in the queue was the manhunter pack event
Mlie  [author] Jul 29, 2020 @ 1:39pm 
@squidd Do you have an example of such a quest I can test with?
squidd Jul 29, 2020 @ 11:38am 
after a bit of frustration i discovered a significant problem caused by this mod:
the pre-raid warning can trigger for events caused by quests, but the event will never come and never be satisfied by the incidentworker, causing the console to be spammed and no random events will ever trigger after the fact. this can only be undone by editing the save file to empty the incident queue.
Mlie  [author] Jul 24, 2020 @ 11:06pm 
@Alapma Should be fine, you might miss one or two raids on removal
Alapma Jul 24, 2020 @ 6:48pm 
is this mod save friendly? (can i add it or remove it at my will in my save)?
#6 Jun 6, 2020 @ 6:17am 
It lives! Thanks a ton, you saved my save :D
#6 Jun 6, 2020 @ 6:05am 
Awesome guide friend, I'll try it right now!
Tom Jun 6, 2020 @ 4:33am 
@sixdd This is a different issue. I had it as well when the game tried spawning in a creature that didn't exist. It ended up breaking all of my incidents as well, but I think I figured out how to fix it, at least for me:
https://www.reddit.com/r/RimWorld/comments/gwskxd/how_to_fix_your_broken_storyteller_no_events/
If you want the quest prize still, you'll have to go into debug mode and go to your quests mode to fix it. Plus you could spawn in a manhunter event with high points just to "compensate." Your choice.
#6 Jun 4, 2020 @ 9:46am 
Got a problem Mlie, I had a royalty quest that still got delayed and the manhunter pack that it triggered never showed up. Here is a log [gist.github.com]
#6 May 26, 2020 @ 4:09pm 
Thanks for updating and tweaking this Mlie, this was a great mod and now I get to enjoy it again. Thank you!
Mlie  [author] May 20, 2020 @ 10:59am 
@Extramrdo Royal aid and other ally-help events should now no longer be delayed.
Mlie  [author] May 19, 2020 @ 11:45pm 
@Extramrdo Ill have to look into that, are there any more events that should not be delayed?
Dodging Rain May 19, 2020 @ 9:07pm 
Thank you.
Extramrdo May 19, 2020 @ 7:07pm 
@Mile Will that fix "Call Royal Aid" from taking 6+ hours after calling?
Mlie  [author] May 19, 2020 @ 1:37pm 
@Dodging Rain Events that do not have raid-points should now use the neutral event-letter, assuming they are identified. Hope it helps!
Mlie  [author] May 18, 2020 @ 9:51am 
@Leugimimi It should work for all events i think.
@Dodging Rain I dont know, i can look into it
Miguel V-DF May 18, 2020 @ 9:27am 
does this work only with predefined events or modded events too?
Dodging Rain May 18, 2020 @ 9:16am 
Is there a way to change the urgency of the alert for each individual group? I don't want the major alert threat to appear when a group is just passing by for example.
Mlie  [author] May 16, 2020 @ 5:59am 
@g_BonE I have this in my current playthrough with about 250 other mods with no issues. Please test with only this mod loaded. If that works, there is a conflict with one of your other mods.
g_BonE May 16, 2020 @ 1:47am 
just wanted to drop here that this mod somehow breaks all storytellers. as soon as one of its structures is placed there are no more storyteller induced events (raids, etc.) just had top abandon another promising playthrough
Mlie  [author] May 15, 2020 @ 2:58am 
@Himik You can upload the translation on the github-repository, thank you!
Himik[Dark™] May 15, 2020 @ 1:08am 
Римчани помогите с переводом (классный мод Спосибо Разрабу!)